The Legend of Zelda: Breath of the Wild Review Mike Souheil

Slipping back into Breath of the Wild is typically a painless process; spirited moments are never far away, and tranquil scenery makes the time between finding treasure and hard-fought battles consistently captivating. With so many things vying for your attention, it’s fair to say that the game doesn’t need to be expanded. But as the Master Trials DLC showed us earlier this year, there are still pieces of this lost chapter in Hyrule’s history to uncover.

For the game’s final act, The Champions’ Ballad, Link’s ancient allies (Revali, Daruk, Mipha, and Urbosa) get their chance to retake the spotlight. The result is less impactful to the overall story that we’re already familiar with, but the accompanying quests and new gear do a lot of heavy lifting, delivering over a dozen new stages to test your problem-solving skills in ever more interesting ways. They alone make a return trip to Hyrule worth getting excited about.

A big part of this new journey involves walking in the champions’ footsteps, re-enacting feats they performed prior to the fall of Hyrule, to unlock long-forgotten memories–but you must first prove yourself worthy of the opportunity. Upon returning to the Resurrection Chamber, the cave where Link awoke from his 100-year slumber, you’re given a weapon known as the One-Hit Obliterator. As the name implies, this short-range weapon allows you to kill an enemy in a single blow; but with your health consequently whittled down to a quarter heart, you’re also more vulnerable than ever.

Similar to how you may have felt when tackling Eventide Island or the Trials of the Sword, the threat of an easy death when wielding the Obliterator is stressful, and it takes time to acclimate to being such a fragile warrior. You may have shrugged off an occasional bee sting before, but it’s little incidents like these that teach you to think twice about every move during this phase of The Champions’ Ballad. Sadly, it’s a great setup that ends too soon. After clearing out four small enemy camps and the shrines that emerge from their defeat, the weapon returns to the resurrection chamber having “fulfilled its duty.” Even after completing everything the DLC has to offer, the weapon remains unusable, which feels like a missed opportunity.

With this stage of the new journey complete, you’re sent to the four corners of Hyrule on a glorified scavenger hunt. The accordion-playing Kass regales you with songs that hint at your objectives without completely spelling out the steps involved. Adding to the mystery are the visual hints that reference a specific part of Hyrule, but these pictures are limited, forcing you to pore over the map in search of your destinations.

In a very pleasing way, the goals set for you take great advantage of Breath of the Wild’s numerous mechanics. You will take on a snowboarding challenge that tasks you to pass through rings in a limited amount of time, hunt Hyrule’s elusive dragons, and re-engage the banana-loving Yiga clan, among other missions that test the breadth of your capabilities. And for each task you complete, a new shrine surfaces from underground.

The Champions’ shrines force you to engage in mindfulness and critical thought. They typically involve a lot of moving pieces, veering away from combat in favor of puzzle-solving. So far removed from a life of shrine-hunting in the main game, returning to these creatively built challenges takes you back to a time when Breath of the Wild was this new and mysterious thing, an experience filled with surprises.

Upon completing the three shrines in a given set, you’re able to tap into the memories of the relevant champion. You don’t get the opportunity to directly control Hyrule’s famous defenders, but as Link, you re-enact their battles against Ganon’s four blights–the same four bosses you fight at the end of each of the game’s Divine Beast dungeons. The difference this time around is that you are limited to a small selection of gear based on what each champion would have carried into battle. Oddly, you retain access to the powers bestowed to you by the champions’ spirits in the past, which give you incredible advantages and somewhat negate what would otherwise be difficult battles. You can always turn off these powers if you choose, but given the context of exploring someone else’s memories, it would have made more sense had they been disabled by default.

Your immediate reward for beating each blight is the ability to recharge Champion abilities in less time, and new cutscenes for each champion; each one shows a recollection of when they were recruited to join Zelda’s anti-Ganon squad 100 years in the past. These vignettes are more playful than serious, which is a little disappointing considering the gravity of the calamity they’re up against.

Thankfully, there’s a bigger and better reward waiting for you once you’ve resolved every champion’s quests: a new Divine Beast dungeon, complete with a totally surprising boss fight. In a similar fashion to other Divine Beasts, the final station requires you to manipulate the entire structure, rotating major components this way and that, as you work to resolve the four puzzles locking away the final area. It’s another reminder of how clever, if non-traditional, Breath of the Wild’s dungeons are. While shrines ask you to solve puzzles comprised of compact devices and easily conceivable constraints, the scope of the final Divine Beast (like the ones before it) is delightfully difficult to wrap your head around both for how big it is and how intricate its solutions are.

The parting gift for your efforts is one of the unlikeliest additions to The Legend of Zelda: an ancient motorcycle. Loosely modeled to resemble a unicorn, Link’s new bike fits thematically if not logically into Breath of the Wild’s mythical tapestry. On one hand, having a bike at the ready overshadows your stable of horses. On the other, tearing through Hyrule on a motorcycle is as ridiculously playful as it sounds. It even makes for a fun snowboard replacement on snowy hills, which helps escalate the sense of speed as you rocket down mountains and look for ramps to catch a bit of air. The only real disappointment: you can’t summon the motorcycle in the desert nor travel there if you’re already on the go. Attempt the latter, and an invisible wall prevents you from proceeding, exactly the same as if you tried to enter on horseback.

Who knows if Nintendo will continue to surprise us with fanciful new additions to Breath of the Wild down the road, but considering that The Champions’ Ballad is likely the final world on this chapter in The Legend of Zelda, it’s a bittersweet goodbye. There are so many wonderful quests and beautiful, tiny moments that make revisiting Hyrule’s past feel like reliving your own memories, when Breath of the Wild was truly new and surprising. Nintendo certainly could have extended some of the aspects within The Champions’ Ballad, such as giving you access to the Obliterator at anytime, and letting you ride your new motorcycle over sandy dunes, but these are minor blemishes on an otherwise great trip down memory lane.